irrlicht/source/Irrlicht/CD3D9MaterialRenderer.h
cutealien 3d2a55e788 Replace header guards in source folder to avoid using identifiers reserved by c++
Basically fixing original Bug#427 reported by MArkus Elfring.
Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++
Lots of files touched for very minor cleanup *sigh*

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:55:04 +00:00

584 lines
19 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_D3D9_MATERIAL_RENDERER_H_INCLUDED
#define IRR_C_D3D9_MATERIAL_RENDERER_H_INCLUDED
#include "IrrCompileConfig.h"
#ifdef _IRR_WINDOWS_
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
#include "irrMath.h" // needed by borland for sqrtf define
#endif
#include <d3d9.h>
#include "IMaterialRenderer.h"
#include "CD3D9Driver.h"
namespace irr
{
namespace video
{
namespace
{
D3DMATRIX UnitMatrixD3D9;
D3DMATRIX SphereMapMatrixD3D9;
inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i,
DWORD arg1, DWORD op, DWORD arg2)
{
dev->SetTextureStageState(i, D3DTSS_COLOROP, op);
dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
dev->SetTextureStageState(i, D3DTSS_COLORARG2, arg2);
}
inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
{
dev->SetTextureStageState(i, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
}
inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i,
DWORD arg1, DWORD op, DWORD arg2)
{
dev->SetTextureStageState(i, D3DTSS_ALPHAOP, op);
dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
dev->SetTextureStageState(i, D3DTSS_ALPHAARG2, arg2);
}
inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
{
dev->SetTextureStageState(i, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
}
} // anonymous namespace
//! Base class for all internal D3D9 material renderers
class CD3D9MaterialRenderer : public IMaterialRenderer
{
public:
//! Constructor
CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, CD3D9Driver* driver)
: pID3DDevice(d3ddev), Driver(driver)
{
}
virtual s32 getVariableID(bool vertexShader, const c8* name)
{
os::Printer::log("Invalid material to set variable in.");
return -1;
}
//! sets a variable in the shader.
//! \param vertexShader: True if this should be set in the vertex shader, false if
//! in the pixel shader.
//! \param index: Index of the variable
//! \param floats: Pointer to array of floats
//! \param count: Amount of floats in array.
virtual bool setVariable(bool vertexShader, s32 index, const f32* floats, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
//! Int interface for the above.
virtual bool setVariable(bool vertexShader, s32 index, const s32* ints, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
//! Uint interface for the above.
virtual bool setVariable(bool vertexShader, s32 index, const u32* ints, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
protected:
IDirect3DDevice9* pID3DDevice;
CD3D9Driver* Driver;
};
//! Solid material renderer
class CD3D9MaterialRenderer_SOLID : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SOLID(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
}
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
};
//! Generic Texture Blend
class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
// if (material.MaterialType != lastMaterial.MaterialType ||
// material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||
// resetAllRenderstates)
{
E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
E_MODULATE_FUNC modulate;
u32 alphaSource;
unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFuncSeparate(Driver->getD3DBlend(srcRGBFact), Driver->getD3DBlend(dstRGBFact),
Driver->getD3DBlend(srcAlphaFact), Driver->getD3DBlend(dstAlphaFact));
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, Driver->getD3DModulate(modulate), D3DTA_DIFFUSE);
if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) ||
textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
{
if (alphaSource==EAS_VERTEX_COLOR)
{
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
}
else if (alphaSource==EAS_TEXTURE)
{
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
}
else
{
setTextureAlphaStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
}
}
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent.
/** The scene management needs to know this for being able to sort the
materials by opaque and transparent.
The return value could be optimized, but we'd need to know the
MaterialTypeParam for it. */
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
};
//! Solid 2 layer material renderer
class CD3D9MaterialRenderer_SOLID_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SOLID_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA);
}
}
};
//! Transparent add color material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
};
//! Transparent vertex alpha material renderer
class CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
};
//! Transparent alpha channel material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates
|| material.MaterialTypeParam != lastMaterial.MaterialTypeParam )
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, core::floor32(material.MaterialTypeParam * 255.f));
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
};
//! Transparent alpha channel material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
// 127 is required by EMT_TRANSPARENT_ALPHA_CHANNEL_REF
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, 127);
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const IRR_OVERRIDE
{
return false; // this material is not really transparent because it does no blending.
}
};
//! material renderer for all kinds of lightmaps
class CD3D9MaterialRenderer_LIGHTMAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_LIGHTMAP(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (material.MaterialType >= EMT_LIGHTMAP_LIGHTING)
{
// with lighting
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
}
else
{
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
}
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE,
(material.MaterialType == EMT_LIGHTMAP_ADD)?
D3DTOP_ADD:
(material.MaterialType == EMT_LIGHTMAP_M4 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M4)?
D3DTOP_MODULATE4X:
(material.MaterialType == EMT_LIGHTMAP_M2 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M2)?
D3DTOP_MODULATE2X:
D3DTOP_MODULATE,
D3DTA_CURRENT);
}
}
};
//! material renderer for detail maps
class CD3D9MaterialRenderer_DETAIL_MAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_DETAIL_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE, D3DTOP_ADDSIGNED, D3DTA_CURRENT);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
}
}
};
//! sphere map material renderer
class CD3D9MaterialRenderer_SPHERE_MAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SPHERE_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &UnitMatrixD3D9 );
}
};
//! reflection 2 layer material renderer
class CD3D9MaterialRenderer_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_REFLECTION_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &UnitMatrixD3D9 );
}
};
//! reflection 2 layer material renderer
class CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
setTextureAlphaStage(pID3DDevice, 1, D3DTA_CURRENT);
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &UnitMatrixD3D9);
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
};
} // end namespace video
} // end namespace irr
#endif
#endif
#endif